Development > Artwork
Incendiary Rocket
Bandobras:
Hello ajveach!
We miss you (and your models:-)! I see Blender 2.42 is released (and even a bug-fix Blender 2.42a). Have you tried exporting to md2 with Blender 2.42a? Perhaps it will just work? (And don't worry about texture paths, they can be set easily with src/tools/md2.pl or by hand.)
If it fails then just, after creating the md2 model in blender, import your model into 3DS max and export to md2 again, as mattn says. The you should be able to see the model in game (even if wityout textures, if the paths are wrong). Remember to name the rocket rpg_ammo.md2 to see it in ufopedia, and to name it rocket.md2 to see it on the battlefield...
P.S. RC4 is close. It will be relatively stable and cool and it would be nice if your rocket could get in-game in time... :)
ajveach:
Hey again,
Sorry I've been so absent. I did a little bit with the model recently, but I've been moving for the last week or so, so the computers and internet have been all over the place.
I imported it and exported it through 3ds and it's not broken now, but there is no texture still. I'm just going to upload them both to sourceforge later today and post a message here for you guys. That would be amazing if it was finished up for RC4. Then I could put another set of models together for the next release.
Thanks,
-Anthony
UPDATE: The model and texture are now up on sourceforge.
Bandobras:
--- Quote from: "ajveach" ---I imported it and exported it through 3ds and it's not broken now, but there is no texture still.
--- End quote ---
I've got it through sourceforge and it looks great in game but, guess what, I cannot put the texture in, neither by hand nor with the perl script. :(
In the broken model there was a texture path, wrong, but present, so I could correct it. Here there is none...
Could you try some other method and upload your results to sf? Thanks! :)
Bandobras:
OK. Mattn helped and now the model works in game. The scull is great. :) See patch 1532361...
Unfortunately, I cannot get the rocket to draw nicely on the battlescape. The smoke obscures the whole model, or perhaps the scale is different than for the High-explosive rocket? No clue...
Some random remarks: The model and texture are quite large in terms of file size. I wonder why... The rocket looks somewhat shorter and more bulky than the High-Explosive rocket. It still seems to fit the launcher, so this is not a problem. However, it looks also some more like a bomb, or a nuclear guided missile than a bazooka rocket. But I know nothing about weapons... One more nitpick --- there is no hole in the bottom of the rocket, it seems sealed off. :)
Waiting for more --- especially the other incendiary stuff made in a similar style...
ajveach:
Just saw that you guys managed to pull this off as I was reexporting from blender using a different script. Great news!
Does the particle effect generate from the center/pivot point of the object? I have that set to the center of the bounding box at the moment, but I can move that to the tail end of the rocket.
I'll do some work to try and shrink the texture file, but I don't really have any ideas at the moment on the deal with the model file size. I thought I had kept to the right amount of tris, but I'll play around with it a little to see what I can do.
As for the hole, I'll take care of that. The general idea for the rocket is actually something I got here:
http://www.designation-systems.net/dusrm/app4/m74rocket.html
Would going a little slimmer like in that image be best?
-Anthony
EDIT: New texture posted on sourceforge. Down to 16KB from 67KB and gave the model a textured exaust hole. I still can't believe I missed that throughout the whole process.
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